CSCI 444/544 - Advanced Computer Graphics

Spring 2021

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"Carter Fowler"


A4 - The two above screenshots are two frames an animation of a wooden M spin around in a coninuous animation whilst wearing a completely reflective wizards hat!




FP - The three above screenshots were produced using our implementation of the marching cubes algorithm. The first image is a real time 3D rendering of perlin noise to show the wide range of shapes the marching cubes algorithm can generate. The second and third images are from our terrain generation, which uses a height map to create the initial terrain then a perlin noise function to carve into that terrain, which gives us our scalar field for our marching cubes algorithm. This approach allows us to create caves and overhangs that can't be generated with only height maps. The third image is also using linear interpolation and gradient approximation to find the surface normals in order to smooth out the surface. You can see how well it does that if you compare it to the second image, which doesn't use either of those leading to its stair stepping behavior.